Battlefield Control / Casting focused shaman


Advice


How would you build this. By this, I mostly mean I would be casting. We'll probably have a bard and lots of melee, so don't focus me on buffing, summoning or reach. Basically I would probably be using my spirit abilities and hexes and such for more utility and better casting, rather than as a debuffer or melee.

Again, I want to focus on spells

Sczarni

#1 Get high wisdom.
#2 Profit

The Exchange

Slumber hex.
Burst of radiance from cleric list, use lore spirit arcane enlightenment to pinch the goodies from the lizard list.


What sort of level range?

Also you want to do casting, but apparently not buffing, debuffing or summoning. Does that mean blasting and utility only or did you have anything else you particularly wanted to do?


I mean I can do a little buffing and such. I was thinking you know spells like stinking cloud, black tentacles, various versions of entangle, etc

Probably starts at 5th, and I don't expect it to go super far along (maybe level 8, possibly higher)

Edit: and the reason I don't want to focus on summoning is I think we'll be strong on melee, plus I'm already playing a Druid in kingmaker, so I want some variety


Play a Human(/Half-Orc/Half-Elf) Lore Shaman and pick and choose whatever spells you want out of nearly the entire game.

Grand Lodge

I'd go Heavens primary, Lore(Arcane Enlightenment) secondary with a reasonable Int and good Cha. You can use Flame(Gaxe of Flames) instead of Lore, depending on how much you end up relying on Wiz spells. Or talk your bard into Flame Dancer.

Void Adaptation lets you ignore lots of battlefield control and drop it with impunity. Heavens/Flame even moreso. Coat everything with Deeper Darkness and Stinking Cloud and go to town. Or take Freedom of Movement with the Human FCB and Black Tentacles.


You are probably looking at having a Sleep or Misfortune oriented Shaman. I prefer Misfortune because there are so many creatures that are resistant or immune to sleep.

There are plenty of save spells that you can cast that are devastating, like the ones you mentioned or terrible remorse and debilitating torrent from the Cleric list, to name a couple. Some spells like Wall of Thorns have no saves and are great.

Look at this Shaman Guide and others for help.


The new Slums spirit has a lot of CC spells on its spirit list, but the hexes aren't fantastic. You could always just grab ones from the universal list though. I'd suggest Slums and Wandering Water for the fluid magic hex. This allows you to prepare spirit spells in any slot, allowing you to use them multiple times. This build also doesn't require INT or CHA to function, allowing you to focus your point buy in waaaay less stats. Remember that some FCBs allow you to steal spells from the Cleric list, giving you access to even more spells.

Something interesting to note - Slums gives you an Extraordinary teleport, meaning it can still be used while under the effects of an antimagic field. All you need is a door-like opening, which can easily be created with certain spells. This isn't too important early on but may be incredibly useful later.

Grand Lodge

High Wisdom

Slumber hex, Evil Eye, Misfortune Hexes with Split Hex and Accursed Hex...much like a debuffer witch.

You could also Grab a Lesser rod of toppling and add it to spiritual weapon...would be damage+tripping.

Early game I really love Grippli....They get Net proficiency and Entangled is a great debuff. With ghost touch or Ghost-bane Dirge you can use a net to tie up a incorporeal critter. Also I like them for Climb speed, Glide, good racial bonuses, and Agile Tongue Feat. I like sticking folks in the backs of their heads with a wet sticky tongue. Giving them a 10 ft reach to deliver touch attacks can be very nice on a 10-15ft ceiling.


LuniasM wrote:

The new Slums spirit has a lot of CC spells on its spirit list, but the hexes aren't fantastic. You could always just grab ones from the universal list though. I'd suggest Slums and Wandering Water for the fluid magic hex. This allows you to prepare spirit spells in any slot, allowing you to use them multiple times. This build also doesn't require INT or CHA to function, allowing you to focus your point buy in waaaay less stats. Remember that some FCBs allow you to steal spells from the Cleric list, giving you access to even more spells.

Something interesting to note - Slums gives you an Extraordinary teleport, meaning it can still be used while under the effects of an antimagic field. All you need is a door-like opening, which can easily be created with certain spells. This isn't too important early on but may be incredibly useful later.

Slums intrigues me know that I see it, but lets say I wanted to back up the city/slum theme with actual skills, how would you recommend I get basic class skills like bluff, know local, etc. Or should I do something weird like play it like some weird anti-social city-rat?

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